gonna start rewriting things
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parent
4e04b23c2b
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7a80f21a96
5
.gitignore
vendored
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5
.gitignore
vendored
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*.3dsx
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*.smdh
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*.elf
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build
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2
gfx/sprites.t3s
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2
gfx/sprites.t3s
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--atlas -f rgba8888 -z auto
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bird.png
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@ -20,9 +20,9 @@ typedef struct
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float dx, dy; // velocity
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float dx, dy; // velocity
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} Sprite;
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} Sprite;
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// init spritesheet
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static C2D_SpriteSheet spriteSheet;
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static C2D_SpriteSheet spriteSheet;
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static Sprite sprites[MAX_SPRITES];
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static Sprite sprites[MAX_SPRITES];
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static size_t numSprites = MAX_SPRITES/2;
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//---------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------
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static void initSprites() {
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static void initSprites() {
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@ -31,52 +31,35 @@ static void initSprites() {
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srand(time(NULL));
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srand(time(NULL));
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for (size_t i = 0; i < MAX_SPRITES; i++)
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for (size_t i = 0; i < MAX_SPRITES; i++)
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{
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{
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Sprite* sprite = &sprites[i];
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Sprite* thisSprite = &sprites[i];
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// Random image, position, rotation and speed
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// Random image, position, rotation and speed
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C2D_SpriteFromSheet(&sprite->spr, spriteSheet, rand() % numImages);
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// C2D_SpriteFromSheet(*Sprite, C2D_SpriteSheet, int);
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C2D_SpriteSetCenter(&sprite->spr, 0.5f, 0.5f);
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C2D_SpriteFromSheet(&thisSprite->spr, spriteSheet, i);
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C2D_SpriteSetPos(&sprite->spr, rand() % SCREEN_WIDTH, rand() % SCREEN_HEIGHT);
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C2D_SpriteSetCenter(&thisSprite->spr, 0.5f, 0.5f);
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C2D_SpriteSetRotation(&sprite->spr, C3D_Angle(rand()/(float)RAND_MAX));
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C2D_SpriteSetPos(&thisSprite->spr, rand() % SCREEN_WIDTH, rand() % SCREEN_HEIGHT);
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sprite->dx = rand()*4.0f/RAND_MAX - 2.0f;
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// C2D_SpriteSetRotation(&sprite->spr, C3D_Angle(rand()/(float)RAND_MAX));
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sprite->dy = rand()*4.0f/RAND_MAX - 2.0f;
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thisSprite->dx = rand()*4.0f/RAND_MAX - 2.0f;
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thisSprite->dy = rand()*4.0f/RAND_MAX - 2.0f;
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}
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}
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}
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}
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//---------------------------------------------------------------------------------
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static void moveSprites() {
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//---------------------------------------------------------------------------------
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for (size_t i = 0; i < numSprites; i++)
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{
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Sprite* sprite = &sprites[i];
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C2D_SpriteMove(&sprite->spr, sprite->dx, sprite->dy);
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C2D_SpriteRotateDegrees(&sprite->spr, 1.0f);
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// Check for collision with the screen boundaries
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if ((sprite->spr.params.pos.x < sprite->spr.params.pos.w / 2.0f && sprite->dx < 0.0f) ||
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(sprite->spr.params.pos.x > (SCREEN_WIDTH-(sprite->spr.params.pos.w / 2.0f)) && sprite->dx > 0.0f))
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sprite->dx = -sprite->dx;
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if ((sprite->spr.params.pos.y < sprite->spr.params.pos.h / 2.0f && sprite->dy < 0.0f) ||
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(sprite->spr.params.pos.y > (SCREEN_HEIGHT-(sprite->spr.params.pos.h / 2.0f)) && sprite->dy > 0.0f))
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sprite->dy = -sprite->dy;
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}
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}
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//---------------------------------------------------------------------------------
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int main(int argc, char* argv[]) {
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int main(int argc, char* argv[]) {
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//---------------------------------------------------------------------------------
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// Init libs
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// Init libs
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romfsInit();
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romfsInit();
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gfxInitDefault();
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gfxInitDefault();
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
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C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
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C2D_Prepare();
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C2D_Prepare();
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consoleInit(GFX_BOTTOM, NULL);
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// consoleInit(GFX_BOTTOM, NULL);
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// Create screens
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// Create screens
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C3D_RenderTarget* top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);
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C3D_RenderTarget* top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);
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C3D_RenderTarget* bottom = C2D_CreateScreenTarget(GFX_BOTTOM, GFX_LEFT);
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// Load graphics
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// Load graphics
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spriteSheet = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
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spriteSheet = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
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@ -85,8 +68,6 @@ int main(int argc, char* argv[]) {
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// Initialize sprites
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// Initialize sprites
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initSprites();
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initSprites();
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printf("\x1b[8;1HPress Up to increment sprites");
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printf("\x1b[9;1HPress Down to decrement sprites");
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// Main loop
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// Main loop
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while (aptMainLoop())
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while (aptMainLoop())
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@ -97,26 +78,14 @@ int main(int argc, char* argv[]) {
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u32 kDown = hidKeysDown();
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u32 kDown = hidKeysDown();
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if (kDown & KEY_START)
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if (kDown & KEY_START)
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break; // break in order to return to hbmenu
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break; // break in order to return to hbmenu
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u32 kHeld = hidKeysHeld();
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if ((kHeld & KEY_UP) && numSprites < MAX_SPRITES)
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numSprites++;
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if ((kHeld & KEY_DOWN) && numSprites > 1)
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numSprites--;
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moveSprites();
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printf("\x1b[1;1HSprites: %zu/%u\x1b[K", numSprites, MAX_SPRITES);
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printf("\x1b[2;1HCPU: %6.2f%%\x1b[K", C3D_GetProcessingTime()*6.0f);
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printf("\x1b[3;1HGPU: %6.2f%%\x1b[K", C3D_GetDrawingTime()*6.0f);
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printf("\x1b[4;1HCmdBuf: %6.2f%%\x1b[K", C3D_GetCmdBufUsage()*100.0f);
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// Render the scene
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// Render the scene
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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C2D_TargetClear(top, C2D_Color32f(0.0f, 0.0f, 0.0f, 1.0f));
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C2D_TargetClear(top, C2D_Color32f(0.0f, 0.0f, 0.0f, 1.0f));
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C2D_SceneBegin(top);
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C2D_SceneBegin(top);
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for (size_t i = 0; i < numSprites; i ++)
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C2D_DrawSprite(&sprites[i].spr);
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C2D_DrawSprite(&sprites[0].spr);
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C3D_FrameEnd(0);
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C3D_FrameEnd(0);
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}
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}
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